Make a mod map a part of the "base game"?
Moderator: Moderators
-
- Second Lance Corporal
- Posts: 106
- Joined: Wed Mar 26, 2008 7:36 pm
- Contact:
Make a mod map a part of the "base game"?
Is there a way to add a new map to the game without having it go in the add-on folder? Basically make the game think it's a stock map?
-
- Corporal
- Posts: 143
- Joined: Thu Mar 03, 2011 5:08 pm
- xbox live or psn: N/A
Re: Make a mod map a part of the "base game"?
Yes, but it would be a bad practise to make a mod with. You should probably specify what your design goals and requirements for your mod are, because in most cases bypassing the addon system is going to be a very bad idea and there is likely a better solution out there .
-
- Second Lance Corporal
- Posts: 106
- Joined: Wed Mar 26, 2008 7:36 pm
- Contact:
Re: Make a mod map a part of the "base game"?
I want to make a mod for the PS2, which as far as I know doesn't support the addon system but does support additional maps beyond the stock if added by bypassing the addon system.
-
- Corporal
- Posts: 143
- Joined: Thu Mar 03, 2011 5:08 pm
- xbox live or psn: N/A
Re: Make a mod map a part of the "base game"?
Ah yeah, console mod, you should've mentioned that in the first place. If I recall correctly you'll need to do the following.
First get a replacement a complete mission.lvl munging for the game, once you have that you're mission scripts go in there. Then you'll also need to munge a replacement shell.lvl and either setup a script to execute that adds maps to the mission list like addme scripts do or directly add your maps to missionlist.lua.
After that you'll have to find a way to add your localization strings, either through creating a new core.lvl with them in or through creating a custom lvl with them in and loading that up somehow. And that should be all I think, good luck and have fun, I understand console modding can be quite finicky at times.
First get a replacement a complete mission.lvl munging for the game, once you have that you're mission scripts go in there. Then you'll also need to munge a replacement shell.lvl and either setup a script to execute that adds maps to the mission list like addme scripts do or directly add your maps to missionlist.lua.
After that you'll have to find a way to add your localization strings, either through creating a new core.lvl with them in or through creating a custom lvl with them in and loading that up somehow. And that should be all I think, good luck and have fun, I understand console modding can be quite finicky at times.
- Teancum
- Jedi Admin
- Posts: 11079
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Make a mod map a part of the "base game"?
I can walk you through it. Post a message on the SWBF PSP discord so I remember